Hi all,
I've used Maya professionally for several years but only just started with Phoenix FD for Maya, and am seeking suggestions on how to approach a fluid sim.
I am trying to create a specific volcanic eruption with a large pronounced umbrella shape at the top, similar to this image: https://en.wikipedia.org/wiki/Erupti...doubtedit1.jpg. This other image shows a bit of how an how the umbrella shape naturally starts to form: https://media.wired.com/photos/5926c...aguito_ann.jpg
My first guess was to start with the preset heavy smoke and set up a torus-shaped volume axis field higher up to make the big umbrella, though it has the potential to create a bit of a weird boomerang look, with the smoke lifting above it then getting kind of pulled back down into the shape. I also considered creating a second sim for the umbrella shape that starts to emit when the main ash plume has reached that height.
Any tips on how you would approach this? Maybe there's an elegant way to do it purely by tweaking a single sim's settings, so it has enough upward thrust to stay straight, but then naturally spreads out into a wide umbrella at the top?
Thanks in advance for any ideas!
-Eric
I've used Maya professionally for several years but only just started with Phoenix FD for Maya, and am seeking suggestions on how to approach a fluid sim.
I am trying to create a specific volcanic eruption with a large pronounced umbrella shape at the top, similar to this image: https://en.wikipedia.org/wiki/Erupti...doubtedit1.jpg. This other image shows a bit of how an how the umbrella shape naturally starts to form: https://media.wired.com/photos/5926c...aguito_ann.jpg
My first guess was to start with the preset heavy smoke and set up a torus-shaped volume axis field higher up to make the big umbrella, though it has the potential to create a bit of a weird boomerang look, with the smoke lifting above it then getting kind of pulled back down into the shape. I also considered creating a second sim for the umbrella shape that starts to emit when the main ash plume has reached that height.
Any tips on how you would approach this? Maybe there's an elegant way to do it purely by tweaking a single sim's settings, so it has enough upward thrust to stay straight, but then naturally spreads out into a wide umbrella at the top?
Thanks in advance for any ideas!
-Eric
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